Comparing Spatial AR to Passthrough Headset AR in a Real Virtual Heritage Experience
Anna Logetskaia, Paul Hine, Francisco Macía, Narcís Parés
Abstract
A novel projective device, the AR Magic Lantern (ARML), has allowed Spatial Augmented Reality (SAR) to be deployed as a portable AR experience comparable to those on other technologies such as smartphones and headsets. In this study we compare user experience in a real virtual heritage application between two technologies that are growing in feasibility and popularity: SAR (using the ARML) and passthrough headset-AR (using the Meta Quest 3). Given that managers and curators of heritage sites want their visitors to attain a good awareness of the physical site, AR should provide a good blend between the physical and the augmented, without technology getting in the way. The results obtained seem to indicate that SAR provides higher awareness of the physical site than headset-AR. Moreover, the SAR seems to spontaneously spark experience exchange between the user and other visitors, while headset-AR tends to isolate users. Finally, headset-AR seems to put users in a task-oriented mindset while SAR seems to better contextualize the experience and its content within the physical site.
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